Systems and methods for wireless technology based multi-player competition

ABSTRACT

Systems and methods are provided that facilitate multi-player competitions and contests through an integrated use of wireless communications systems, location identification technology and the Internet media delivery. An exemplary embodiment of the multi-player competition includes a multi-player game of tag. The object of the game is for players to accumulate points by capturing their assigned Targets while avoiding being captured by their Pursuer.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims the benefit of U.S. Provisional Application No. 60/731,458, filed Oct. 27, 2005, which is incorporated herein by reference.

FIELD OF THE INVENTION

The present disclosure relates generally to the operation and performance of the Internet and wireless communication systems, such as cell phone systems, and more particularly, to systems and methods that facilitate multi-player competitions and contests through an integrated use of wireless communications systems, location identification technologies and the Internet.

BACKGROUND

Wireless communication systems have seen widespread growth with significant investment in infrastructure throughout the world. Recent technological advances include the integration of location identification technologies, e.g., global positioning system (GPS) technology and other triangulation methodologies, to enable a cell phone user to be tracked in case of an emergency. Vendors and advertisers, as well as wireless service providers or carriers, however, wish to take advantage of this integrated technology for services and applications beyond emergency tracking. When combined with the internet, there are a number of services and applications to which this integrated technology can be applied. Thus, it is desirable to provide systems and methods that successfully combine elements of Internet media delivery with wireless communications and location identification technologies.

SUMMARY

The embodiments described herein provide systems and methods that facilitate multi-player competitions and contests through an integrated use of wireless communications systems, location identification technology and the Internet media delivery. An exemplary embodiment of the multi-player competition includes a multi-player game that happens in the real world. Its utilization of wireless technology allows people to play anytime and anywhere. The object of the game is for players to accumulate points by capturing their assigned Targets while avoiding being captured. Thus, each player is a Pursuer and also a Target. When a player captures a Target, the player inherits the captured Target's Target and moves on. The last player not yet captured is the winner.

All players are given the tools (through their wireless device and through a website) to both track and capture their Target, and to elude their potential Pursuer. The game can be played locally with a specific group of players, or nationally for a huge prize.

In one embodiment a system is provided for integrating wireless communication and location identification technologies with Internet media delivery to facilitate a multi-player competition. The system preferably includes a wireless network of a wireless carrier or service provider, an application server for the wireless network, and a plurality of wireless devices such as cell phones, PDAs and the like of registered players of the game coupled across the wireless network to the carrier's application server. The application server and wireless devices preferably include location identification technology to enable the application server to determine the location of each wireless device and/or enable the wireless devices to determine their location and transmit same to the application server. The system further includes a game server hosting a game website that includes information such as dossiers of registered players, game rules, standings, player locations, and the like. The game server preferably communicates with the carrier server and wireless devices of registered players across a digital network such as the Internet, and is designed to query the carrier application server for player, i.e., player device, locations. Players and non-players alike can access the game website through the digital network via computers and other devices.

In another embodiment, the game server includes a rules engine module designed to monitor location data and game related messaging from player wireless devices. The rules engine prepares and transmits game related messages to player wireless devices based on location data or location data and game related messaging from player wireless devices.

In yet another embodiment, a method is provided for integrating wireless communication and location identification technologies with Internet media delivery to facilitate a multi-player competition. The method preferably comprises determining the location data of player wireless devices, retrieving the location data of player wireless devices, and transmitting notifications to player wireless devices based on location data or location data and game related messaging from player wireless devices. In order to retrieve the location data of player wireless devices, the game server preferably queries the carrier application server for location data for each player wireless device and the carrier application service transmits the data to the game server in response. The method further includes determining whether a capture attempt was successful, and notifying players of the capture attempt determination.

Another embodiment is directed to a method comprising: providing a multi-player competition wherein players attempt to capture other players and to evade capture by one or more other players; and providing a website that contains information about each player including player location identification.

These and other embodiments of the invention will be described in further detail below in the Detailed Description with reference to the Figures.

BRIEF DESCRIPTION OF THE FIGURES

The details of the invention, including fabrication, structure and operation, may be gleaned in part by study of the accompanying figures, in which like reference numerals refer to like segments.

FIG. 1 depicts a schematic of a system embodiment of the invention.

FIG. 2 depicts a schematic of the system showing game operation.

FIG. 3 depicts a schematic of the system showing game operation.

FIG. 4 depicts a schematic of the system showing game operation.

FIG. 5 depicts an aerial map indicating Target locations.

FIG. 6 depicts cell phone screen shots illustrating game messaging.

FIG. 7 depicts a webpage from the game website.

FIG. 8 depicts a webpage from the game website providing player information.

FIG. 9 depicts a webpage from the game website providing player information.

FIG. 10 depicts a webpage from the game website providing player information.

It should be noted that the figures are not drawn to scale and that elements of similar structures or functions are generally represented by like reference numerals for illustrative purposes throughout the figures. It also should be noted that the figures are only intended to facilitate the description of the preferred embodiments.

DETAILED DESCRIPTION

Each of the additional features and teachings disclosed below may be utilized separately or in conjunction with other features and teachings to provide a multiplayer competition or contest. Representative examples of the present invention, which examples utilize many of these additional features and teachings both separately and in combination, will now be described in further detail with reference to the attached drawings. This detailed description is merely intended to teach a person of skill in the art further details for practicing preferred aspects of the present teachings and is not intended to limit the scope of the invention. Therefore, combinations of features and steps disclosed in the following detail description may not be necessary to practice the invention in the broadest sense, and are instead taught merely to particularly describe representative examples of the present teachings.

Moreover, the various features of the representative examples and the dependent claims may be combined in ways that are not specifically and explicitly enumerated in order to provide additional useful embodiments of the present teachings. In addition, it is expressly noted that all features disclosed in the description and/or the claims are intended to be disclosed separately and independently from each other for the purpose of original disclosure, as well as for the purpose of restricting the claimed subject matter independent of the compositions of the features in the embodiments and/or the claims. It is also expressly noted that all value ranges or indications of groups of entities disclose every possible intermediate value or intermediate entity for the purpose of original disclosure, as well as for the purpose of restricting the claimed subject matter.

The systems and methods described herein provide an improved multi-player competition or contest. More specifically, the systems and methods described herein provide for the integration of wireless communication and location identification technologies with the Internet media delivery to facilitate a multi-player competition. The multiplayer competition includes a multi-player game that happens in the real world. Its use of wireless technology allows people to play anytime and anywhere. The object of the game is for players to accumulate points by capturing their assigned Targets while avoiding being captured. As a result, each player is a Pursuer and also a Target. When a player captures another player, i.e., his or her Target, the player inherits the captured player's Target and moves on. The last player yet to be captured is the winner.

The Target could be someone known to the Pursuer, or a complete stranger. The Target could be a 42 year old doctor or an 18 year old college student. All players are given the tools (through their wireless device and through a website) to both track and capture their Target, and to elude their potential Pursuer. The game can be played locally with a specific group of players, or nationally for a huge prize, and can be played 24 hours a day, 7 days a week for an experience that pervades the players' lives.

The game is fairly simple and comprises a game of tag utilizing wireless and location technologies. Players use 2 main tools—a cell phone (or other wireless device) and a game website which provides information about their Target and their Pursuer such as their location, statistics, characteristics and the like, as well as other information such as rules, standings, and the like. Players may also sign up for special alerts that would let them know when their Target or Pursuer is on the move, is within a certain number of miles, or when captures are made. If a player opts to turn off his wireless device anytime during the duration of the game, the player will preferably lose points or be disqualified.

Players can visit the game website for more detailed and robust information on their Target and Pursuer, past captures, ranking systems, and to chat with the online community for tips and advice. The website can also provide stories from the field of various captures and highlight especially successful players. There also may be a “commissioner” type personality that arbitrates the entire game, makes decisions on rules interpretation, commends superior performance, and rewards prize winners.

In a preferred embodiment, as depicted in FIG. 1, a system 10 for playing the game includes a wireless network 11 of a wireless carrier or service provider, an application server 14 for the wireless network 11 serving a plurality of wireless devices such as cell phones 15 a, 15 b, . . . 15 n, PDAs and the like of registered players of the game. The wireless devices 15 a, 15 b, . . . 15 n are coupled across the wireless network 11 to the application server 14. The player wireless devices 15 a, 15 b . . . 15 n are preferably equipped with wireless application protocol (WAP) technology and location identification capabilities such as, e.g., GPS, cell based location identification technologies, triangulation methodologies and the like. The carrier application server 14 is also equipped with location identification capabilities to enable it to analyze location data received from the player wireless devices 15 a, 15 b . . . 15 n and locate or triangulate a device's location using cell site, satellite, or other location data. Alternatively, the location identification capabilities on the player wireless devices 15 a, 15 b . . . 15 n will enable the device 15 n to determine its location and send this data to the carrier application server 14.

The system 10 further includes a game server 18 hosting a game website 12 that provides information such as player dossiers, game rules, standings, rankings, player locations, and the like. The game server 18 preferably communicates with the carrier application server 14 and wireless devices 15 a, 15 b, . . . 15 n of registered players across a digital network 13 such as the Internet, and is designed to query the carrier application server 14 for player, i.e., player device 15 a, 15 b, . . . 15 n, locations. The link between the game website 12 and the carrier application server 14 facilitates the continuous flow of location information for all registered players. Players and non-players alike can access the game website 12 through the digital network 13 via computers 16 a, 16 b, . . . 16 n and other devices.

As depicted in FIG. 2, the game server 18 is preferably equipped with a rules engine module 20 designed to monitor location data and game related messaging 21 from player wireless devices 15 a, 15 b, . . . 15 n. The rules engine 20 collects the location identification information regarding the players in order to award points and administer the game. The rules engine 20 prepares and transmits game related messages 21 to player wireless devices 15 a, 15 b, . . . 15 n based on location data or location data and game related messaging 21 from player wireless devices. The communications between the players and the rules engine 20 preferably utilize basic existing text messaging capabilities. The wireless devices 15 a, 15 b, . . . 15 n of the players can talk to each other through the game server/website 15/12 as illustrated in FIGS. 1, 2, 3 and 4. This does two things: (1) it allows the game servers 18 and rules engine 20 to act as the referee and as a source of information and (2) it leverages existing technology infrastructure.

The rules engine 20 performs some basic functions—

Pursuer/Target matching: The rules engine 20 assigns and re-assigns Targets, and keeps track of who is in the game and who is out of the game.

Location Matrix: The rules engine 20 maintains and continuously updates a location matrix 25 of the distances between Pursuer and Targets; also continuously notes who is in the capture range and who isn't. (FIGS. 2-4.)

Capture and Point Processing: When the rules engine 20 receives a text message 21 from a player, it immediately checks whether or not that player's Target is within range. If so, a notification is sent to both the Pursuer and the Target notifying each that a capture has occurred. (FIGS. 3 and 6) Points are awarded or taken away and a new Target is assigned to that Pursuer. If the Target is out of range, messages can also be sent indicating a “miss” or “failed attempt”. (FIGS. 4 and 6)

In a preferred embodiment, a method of game play preferably comprises determining the location data of player wireless devices 15 a, 15 b, . . . 15 n, wherein the carrier application server 14 utilizes its location identification capabilities to analyze location data received from the player wireless devices 15 a, 15 b . . . 15 n and locate or triangulate a device's location using cell site, satellite, or other location data. Alternatively, the location identification capabilities on the player wireless devices 15 a, 15 b . . . 15 n are used determine its location, which is then sent to the carrier application server 14. The method further includes retrieving the location data of player wireless devices 15 a, 15 b . . . 15 n. In order to retrieve the location data of player wireless devices 15 a, 15 b . . . 15 n, the game server 18 preferably queries the carrier application server 14 for location data for each of the player wireless devices 15 a, 15 b . . . 15 n and the carrier application server 14 transmits the data to the game server 18 in response. With the retrieved location data, the method includes transmitting notifications to player wireless devices 15 a, 15 b . . . 15 n based on location data or location data and game related messaging 21 from player wireless devices 15 a, 15 b . . . 15 n. The method further includes determining whether a capture attempt was successful based location data, and notifying players of the capture attempt determination.

Once a user registers a phone or other wireless device 15 n on the website 12, they will be able to send and receive capture attempts simply by sending a text message 21 to the game website or messaging address. (See FIGS. 2-4.) In fact, a player does not have to specify that they are attempting to capture since the rules engine 20 will know which player the message came from. Alerts and notifications would be sent from the rules engine module or application 20 directly to players without any special handling by the carrier 14.

Turning to FIG. 7, an exemplary introductory or registration game webpage 100 is depicted. The webpage 100 preferably includes a game window 110, a menu window 120, and a news or information window 130. Players can register or sign up for the game by clicking the sign up option 122 in the menu window 120. To complete the registration or sign up, the player must agree to the terms and fill out a dossier on the website; the contents of which are depicted in FIG. 8. As further shown in FIG. 8, once registered, the player is given an identity/code name and password. The identity a player is given is the player's moniker for the game play (e.g., Slyfox, Catwoman or Blackhawk). The website is also used to teach the players how to connect to the game with their wireless device.

Once a player registers in a game, the player is assigned a Target. Information about the target is provided on a target assignment and dossier webpage 200 depicted in FIG. 9. Initially, limited information is available on that Target, such as name, age, and general location. This is the first glance into the Target's dossier. As time goes by, more information on the Target, such as height and weight, hair color, etc. is exposed in a statistics window 210 and the Target's last know location is exposed in a location window 220. Meanwhile, as the player gains more information on a Target, the player's Pursuer is acquiring that same information on them.

Each player also has access to information on the person pursuing them that is provided on a pursuer information and dossier webpage 300 as depicted in FIG. 10. Similarly, the information is vague at first. Initial information may include the number of captures that the Pursuer has recorded as provided in a statistics window 310, the last known location as provided in a location window 320, and bits of more personal information to give life to the character. The player needs to be as focused on their Pursuer as they are on their Target.

As the player map 500 in FIG. 5 indicates, all players, or more particularly player wireless devices 515, are preferably tracked throughout the game using location identification technology. Players can set up alerts that assist with tracking. For example, a certain ring tone may signify that a Pursuer is within 5 miles, another ring tone may signify that a player is within 1 mile of his or her Target, etc. Players not actively looking at their phone could continuously play using audible alerts. In addition, players may be able to use accumulated points to improve the accuracy of the tracking device, or gain supplemental information to help track their Target and/or avoid their Pursuer.

A player captures his or her Target by getting within a certain distance of their Target, and then sending a text message 21 to the game website or game messaging address as depicted in FIGS. 3-4 and 6. The rules engine 20 will recognize the player's wireless device 15 a, 15 b, . . . 15 n sending the message or code 21 and will also know whether or not the same player's Target is within “range” or within the “capture zone.” The capture zone of a Target can be varied based on the game's geographic limitations and modes of play. In a large city, the proximity may be 500 meters. In an office or campus game, the proximity may be as small as 10 meters.

If the rules engine 20 determines that the capture message was sent by the player Pursuer of the Target with the Target being within a predetermined range corresponding to the capture zone, the Target will be notified of his or her capture. Such notification could occur through an automated phone call, phone message or text message to the Target such as “You have been captured!” as illustrated in FIG. 6a. A special ring tone could be used as well -- when the Target hears the specific ring tone the Target will know he or she has been captured.

In addition, the player Pursuer having successfully captured their Target would also be notified of their success. Again, it may be an automated phone call, phone message or text message as depicted in FIG. 6 b, or a specific ring tone.

If, however, the rules engine 20 determines that the capture message was sent by the player Pursuer of the Target with the Target outside a predetermined range corresponding to the capture zone, the Pursuer will be notified of the failed capture attempt. Such notification could occur through an automated phone call, phone message or text message to the Pursuer such as “Capture Attempt Failed!” as illustrated in FIG. 6 c. Alternatively, a special ring tone could be used to indicate the capture attempt failed.

The information on the capture would also preferably be posted on the game website 12. The successful player is given points for the capture, and the Target is either eliminated from the game or points are taken away depending on the specific rules of that game. As scores are updated and captures made, players can see how they are ranked within the group. A player would also come to the website after making a capture to get enhanced information on their next Target.

Preferably, the game can be customized for multiple levels of scope based on geography, time, player age and expertise, and the like. For example, a game could be played within in a very localized geography such as an individual office park. The capture zone may then be reduced to feet instead of miles. The game could also be played on a city-wide or nation-wide playing field and scaled up or down to suit. In addition, a user may want to play in a game that only occurs on weekends or may choose to enter a game that is playing 24 hours a day, 7 days a week.

The game also preferably includes mulitple modes of play allowing the players to choose from playing a standard game, a tournament, or a team game.

In a standard mode of play, each player is for themselves and is given a Target. Once that Target is captured the player is given the captured plyer's Target. At the end of the game, 2 players are left. The one who makes the final capture is the winner. This is the basic game that people will play locally, regionally, or nationally.

In a tournament mode of play, the games are more formalized than standard games, but the rules are substantially the same. The main difference is that players are playing for a prize. For example, a company such as Nike could sponsor an “experts-only” tournament across the nation for $100,000. Preferably, only players with an “expert” ranking would be eligible to play. There could be an entry fee, or the sponsor may put up the entire prize. The winner would then win the purse, and designation as the “Nike National Champion”. It is possible that game could have some major national tournaments throughout the year, much like the golf or tennis circuit.

In a team mode of play, which tends to remove some of the one-on-one aspects of the game, each player is assigned to one of two or more teams in which each team's objective is to eliminate all the players from the other team or teams. Each player has all of the opposing team's players as Targets. Once one team wins, the remaining members of the winning team may then be turned against each other to anoint one ultimate winner.

The game preferably enables a varied level of interaction. Players can choose from a list of options such as email, text messaging, fax, page, or phone call to get updates on the game. Some of these will be free, and others will be offered for a premium subscription fee. Players will be able to select these notification/alert settings on the website or through a wireless device.

Players may choose a basic level where they are only notified when their Target or Pursuer are within a certain distance. Players may also choose to be notified anytime someone in their game is captured or makes a capture. Other things players may desire notification of are: ranking changes, bonus objectives, hourly distance updates to Target, etc.

The game is preferably about players capturing their Targets before their Pursuers capture them. The point system based on this objective can be used; however, preferably with several layers. Points can be both gained and taken away. In addition, points can be exchanged to obtain game play enhancers such as a “Location Fuzzer” (temporary hides location), “Decoy Signal” (indicates false location), and “Range Booster” (enables one to catch their Target from further away.) Points can also be used to purchase additional information about one's Target or Pursuer.

Points can be awarded for several things:

A. Capturing a Target:

The capture: Base point level for accomplishing the prime directive;

Proximity: The closer a player is to his or her Target when captured, the more points the player may obtain. For example, capture a Target within 1 mile, and receive 1000 points. Capture a Target within 100 meters and receive 2000 points. Essentially, a sliding scale of points for proximity to the Target.

Elapsed time: Bonus points are received for the speed of capture. The longer a player takes to capture a Target, the fewer points they are awarded.

Target rank: Each player will be ranked according to his or her expertise in the game. The point system will help determine this. If one's Target is an expert player who has played for a long time and has many captures to his or her record, he or she will be worth more points than a rookie player.

B. Avoiding Captures:

Escape: When a player avoids capture while his or her Pursuer is within a certain close range the player can accrue “escape” points. For example, a player receives a warning that her Pursuer is within 1 mile. If the player avoids capture she receives extra points.

C. Bonus Points:

Special Locations: Players may be given bonus objectives such as spending an hour in a local park (and exposing themselves to other players), entering a McDonald's, or driving to a historic landmark. These bonus objectives may be given to all players in a game, forcing players to choose between the bonus points, and the risk of going to a location their Pursuer may be going as well.

Special Targets: These may be bonus Targets that may appear for all players to attempt to capture. Should any player capture the “special Target”, they will receive a bonus.

None of these bonus objectives would replace the players' prime Targets or objectives but would be bonus elements the players may or may not choose to pursue. Players that are way behind in the standings may decide to go for lots of bonuses to help climb up in the standings.

D. Winning:

Players who win a game or a tournament receive bonus points. Each tournament would provide a different level of bonus, depending on the difficulty level.

Points are deducted for:

Being captured: In some game formats, a capture will result in loss of points instead of elimination. Also, if a player is captured by a rookie, they lose more points than if captured by an expert.

Checking Out: Players will lose points if they choose to “turn-off” their wireless device during game play hours. At some point, disqualification will occur.

Missed Opportunities: If a player's Target is within close range but is not captured, the player may lose points.

Ranking: Each player is ranked based on accumulated points. Top players will be profiled on the website. Certain tournaments may require a certain level or ranking in order to enter. Players can track their ranking within their own game and among all game players. Top players will also be eligible for prizes and recognition.

In addition to playing the game out in the world with cell phones or wireless devices, each player can also use the game website to further expand the experience. The game website can provide a wealth of information including stories from the field, the number of hits occurring that day in each geography, statistics on Targets hit, ranking of players, etc. The website is also command central for the game, acting as the referee and data manager. The site can also provide personalized information on how many Targets were hit, how many Targets were within 1 mile of the Pursuer, how many people are playing in that region, how many points were received for each hit, how many remaining Targets are left, and how close other Pursuers are/were to them throughout the day, etc.

The website is also where each Pursuer gets his/her directives or next missions. A la “Mission Impossible”, each Pursuer would receive their personalized instructions on the next Target they are to hit. This may include the Target's age, length of time playing the game, number of hits, and success rate. It also may give information as to where the Target currently is (or a radius of where the Target could be). Players would use this information as a starting point for Target location and “hitting” their Target.

Once a player has their next assignment, the website will also be used to track their performance. The user can check in anytime to find out how far they are from their Target, and conversely, how close their Pursuer is to them. The user can also check how other players are doing and compare statistics. The most fun for players will be in trying to figure out where their Target is while being hunted at the same time.

Revenue Sources:

Subscriptions, tournaments and upsells: Players pay a monthly or per-game fee to participate in the game experience. Players would also pay to play in special tournaments or qualifiers for the national tournament (much like the World Poker Tour and its qualifying satellite tournaments.) Payment would be processed through the game website.

In addition, Players could purchase premium services such as special tracking devices, wider capture zones, and other things that would provide an advantage in game play game could also let players know the level of service that their opponents have signed up for, perhaps encouraging players to “keep up with the Joneses” and purchase the premium service.

Advertising and sponsorship: game provides multiple advertising and sponsorship avenues.

Location based marketing: The game has the most powerful information a marketer could want—a player's profile and current location. For example, Barnes & Noble could pay a premium for an electronic coupon to be sent to users within 1 mile of one of their bookstores. Location based, personal advertising is advantageous from a revenue generation standpoint.

Safehouses, bonuses, coupons: Players can receive point bonuses and/or safe haven by text messaging from sponsor locations (e.g., a McDonalds or a Target store). It could also be tied to a purchase or to an electronic coupon—a player receives a bonus for redeeming an electronic coupon at a location.

In the foregoing specification, the invention has been described with reference to specific embodiments thereof. It will, however, be evident that various modifications and changes may be made thereto without departing from the broader spirit and scope of the invention. For example, each feature of one embodiment can be mixed and matched with other features shown in other embodiments. Features and processes known to those of ordinary skill may similarly be incorporated as desired. Additionally and obviously, features may be added or subtracted as desired. Accordingly, the invention is not to be restricted except in light of the attached claims and their equivalents. 

1. A method for conducting a multi-player competition comprising the steps of receiving player location data; formulating player messages based on location data; and transmitting messages to player wireless devices.
 2. The method of claim 1 further comprising the steps of receiving player generated messages and wherein the formulating step includes formulating player messages based on location data and player generated messages.
 3. The method of claim 2 wherein the player messages include Pursuer location data.
 4. The method of claim 2 wherein the player messages include Target location data.
 5. The method of claim 2 wherein the player messages include capture confirmation information.
 6. The method of claim 2 wherein the player messages include capture rejection information.
 7. A computer system for a multi-player competition comprising a computer server; a website operating on the computer server; and a rules engine computer program operating on the computer server and adapted to query a wireless service provider for and receive from the wireless service provider location data associated with player wireless devices and formulate and transmit messages to player wireless devices based on the location data.
 8. The computer system in claim 7 wherein the rules engine computer program is further adapted to receive player generated messages and formulate messages to player wireless devices based on the player generated messages and the location data. 